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D&D doesn't need Evil
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<blockquote data-quote="Mort" data-source="post: 8404657" data-attributes="member: 762"><p>I certainly think there is a danger of that yes. The trick is to recognize that it happens and to make sure the interactions/associations are still interesting. And again, good and evil are now more fluid labels when it comes to most organizations/individuals.</p><p></p><p>One good model - the Vorlons of Babylon 5. You spend much of the show thinking they are the "Good" guys but it becomes apparent that order (as they see it) is not necessarily good - certainly not from a mortal perspective</p><p></p><p></p><p></p><p>IMO, that depends. Nothing wrong with a game where the bad guys are BAD guys and the players don't have to wade through morality quagmires , some players greatly prefer that. On the other hand, some groups greatly prefer complex interactions where "good" guys do bad things and "bad" guys are actually doing the greater good. And of course, many (most) prefer a mix.</p></blockquote><p></p>
[QUOTE="Mort, post: 8404657, member: 762"] I certainly think there is a danger of that yes. The trick is to recognize that it happens and to make sure the interactions/associations are still interesting. And again, good and evil are now more fluid labels when it comes to most organizations/individuals. One good model - the Vorlons of Babylon 5. You spend much of the show thinking they are the "Good" guys but it becomes apparent that order (as they see it) is not necessarily good - certainly not from a mortal perspective IMO, that depends. Nothing wrong with a game where the bad guys are BAD guys and the players don't have to wade through morality quagmires , some players greatly prefer that. On the other hand, some groups greatly prefer complex interactions where "good" guys do bad things and "bad" guys are actually doing the greater good. And of course, many (most) prefer a mix. [/QUOTE]
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